﻿Shader "Custom/surfaceLight" {
   Properties {  
      _MainTex ("Texture", 2D) = "white" {}  
      _BumpMap ("Bumpmap", 2D) = "bump" {}  
      _RimColor ("Rim Color", Color) = (0.26,0.19,0.16,0.0)  
      _RimPower ("Rim Power", Range(0.5,8.0)) = 3.0  
    }  
    SubShader {  
      Tags { "RenderType" = "Opaque" }  
      CGPROGRAM  
      #pragma surface surf Lambert  
      struct Input {  
          float2 uv_MainTex;  
          float2 uv_BumpMap;  
          float3 viewDir;  
      };  
      sampler2D _MainTex;  
      sampler2D _BumpMap;  
      float4 _RimColor;  
      float _RimPower;  
      void surf (Input IN, inout SurfaceOutput o) {  
          o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;  
          o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));  
          half rim = 1.0 - saturate(dot (normalize(IN.viewDir), o.Normal));  
          o.Emission = _RimColor.rgb * pow (rim, _RimPower);  
      }  
      ENDCG  
    }   
    Fallback "Diffuse" 
}
